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Archetype Feature: Unusual Mount

Archetype Feature: Unusual Mount

If you spend 1 hour befriending and feeding a Medium beast of CR 1/2 or less, you become its mounted guardian. The type of beast you can befriend this way is determined by your archetype, but must have an Intelligence score of 2, 3, or 4. The beast you are the mounted guardian of is your unusual mount. It follows you and is loyal to you, but it acts independently. Your unusual mount shares your initiative and takes its turn simultaneously with yours.

Wallrider

Wallrider

Marshals with a mastery of the vertical

Dire Mole

Dire Mole

Challenge
str
dex
con
int
wis
cha

Burrowrider

Burrowrider

Berserkers who enter the battlefield from below

Replacer

Replacer

You are aware of your counterpart, of course. But more than that, you loathe them. You have started your adventures, at least in part, in order to find this person, remove them in some fashion, and take their place.

Have you located your counterpart yet? Why do you seek to replace them? Are they repugnant and you would right their wrongs? Do you seek to balance the universe? Or do they simply have the life that you were meant to have? What if you do eventually find them—and realize you have no wish to fulfill what was once your burning ambition?

Shadower

Shadower

While most shadowcasts prefer not to contemplate their counterpart, you are deeply curious about them, even going as far as finding a portal to the Material Plane, planning to find and observ e them—perhaps not unlike a naturalist studying a rare animal. However, something happened along the way that led you to adventure.

Shadowcast

Shadowcast

Hailing from the grim landscape of the Bleak Gate, shadowcasts are a unique heritage in that an individual’s physical appearance and many of their inherited features are those of their “counterpart”, a sapient creature from the Material Plane. Like everything in the Bleak Gate, shadowcasts are a distorted reflection of those who reside on the Material Plane, identical in name and physical features, but opposite in many ways. Many interpret this as shadowcasts being inherently evil, but that is not the case.

Nomad Cultural Gear

Nomad Cultural Gear

Nomads typically move between multiple areas where they set up for a season or two and then move on, typically on a circuit between grazing grounds and other useful locations. Because they are not constantly on the move, nomads value equipment that lets their temporary settlements and the often harsh environments around those settlements be made more comfortable, and, because nomads are not always welcomed with open arms, they often try to maintain at least some level of secrecy around their camps.

Itinerant Cultural Gear

Itinerant Cultural Gear

Itinerants are typically those with skilled or semi-skilled professions such as tradespeople, doctors, and spiritual guides like clergy. They tend to receive a warm welcome from the communities they travel to, but that welcome comes at least partially because they make active efforts to fit in.

 

Table: Itinerant Cultural Gear

Item

Circusfolk Cultural Gear

Circusfolk Cultural Gear

Circusfolk not only spend their lives traveling, but entertaining. Unfortunately, not all communities are equally-receptive to the shows they put on, and stigmas around circusfolk can sometimes escalate into dangerous situations requiring a fight or a speedy escape. Their equipment reflects this tension.